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MissingNo.

State Dependent States?

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How do I make state dependent states? for example let's say there is a nightmare state and a sleep

state applied to the enemy, If you wake up from the sleep state the nightmare state should remove as well.

 

Are there any scripts for this kind of functionality?

 

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You can do that through battle event conditional branch.

 

My idea is to add something like "Surprise Wake Up" state.

Whenever the surprise wake up is applied, both sleep and nightmare state will gone.

 

This can be an interesting mechanism as well.

Usually, people who just wake up from their sleep is still regaining their concsciousness.

With that in mind, you can make surprise wake up something like a temporary debuff (defense down, attack down, evasion down, etc)

 

Hope that helps!

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I have solved m

 

You can do that through battle event conditional branch.

 

My idea is to add something like "Surprise Wake Up" state.

Whenever the surprise wake up is applied, both sleep and nightmare state will gone.

 

This can be an interesting mechanism as well.

Usually, people who just wake up from their sleep is still regaining their concsciousness.

With that in mind, you can make surprise wake up something like a temporary debuff (defense down, attack down, evasion down, etc)

 

Hope that helps!

 

I have solved my problem with a script I found, but I'm curious what is this event conditional branch?

I just want to know about it in the future just in case I want to use it.

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Well, if you open up database, in troops section, you'll find a battle event window (a large white box in the bottom).

There, you can set up events inside the battle. Conditional branch is one of the available options (by clicking on the box).

You'll find out how it works once you experimenting with it  :)

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Or you could have the skill only work if a certain state is in effect in the damage formula.

 

b.state?(2) ? b.add_state(3), 0 : 0

 

Something like that.

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Or you could have the skill only work if a certain state is in effect in the damage formula.

 

b.state?(2) ? b.add_state(3), 0 : 0

 

Something like that.

 

Thats great for skills but it wouldn't solve the need for certain states that require other states in order to exist.

Thanks for the code though I could use that for skills.

 

Regardless I have found a script I need so this topic can be closed.

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Closing as solved :)

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